Game Physics – Part IV Moving to 3D
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Transcript of Game Physics – Part IV Moving to 3D
Game Physics – Part IVMoving to 3D
Dan Fleck
Moving to 3D To move into 3D we need to
determine equivalent equations for our 2D quantities
position velocity orientation angular velocity
Linear Kinematics This is the easy part – in 3D, the linear
kinematics equations are the same, just with one extra dimension.
Position vectors now are = X,Y,Z NewPositionxyz = OldPositionxyz + h*Velocityxyz NewVelocity = OldVelocity +
h*AccelerationCM
Onward to orientation… aka the hard part!
Orientation in 3D In 2D orientation was simply a single scalar =
angle In 3D it is much more complicated
In 3D there are 3 angular DoF (+3 positional DoF = 6 DoF you commonly see)
So we need at least 3 numbers to represent an orientation in 3D
It’s been proven that 3 numbers (minimal parameterization) mathematically sucks!
Lets see why…
The problem
Euler Angles Roll, Pitch, Yaw – This is what DarkGDK
implements (as X,Y,Z rotations)
To define a location, the angle ordermatters. X=20, Y=5, Z=15 if applied
XYZ is different than YZX, etc…
In DarkGDK you can set ZYX rotation using dbSetObjectRotationZYX
Euler Rotations Using Euler angles to interpolate
changes between two orientations
Suffer from Gimbal LockIf two of the axis are aligned, you lose a degree of freedom. From this configurationyou can only rotate in two DoF.
And discontinuities When interpolating between two orientations,
discontinuous angles (“jumps”) can result
Rotation Matrix Rotation matrices represent orientations by a
3x3 Matrix. 3x3 leads to 9 DoF, but we know that reality is
3 DoF… thus we need other constraints
To be a rotation matrix, A, must be special – not a reflection (not changing a left-
handed coordinate system to a right-handed one) orthogonal - means A*AT = 1
These constraints mean rows are unit length (3 constraints) rows are all right angles (orthogonal) to each other
(3 constraints) Total DoF = 9 – 6 = 3
Rotation Matrices Any matrix that is special orthogonal is a
rotation matrix
To rotate a vector: A*V = V’ To combine rotations A*B=N
rotating first by A then B is the same as just multiplying by N
Not commutative! A*B ≠ B*A
R()x 1 0 00 cos sin0 sin cos
Axis – Angle Representation Any vector rotation can be
defined as a single rotation around an arbitrary unit vector axis
In picture 2: Angle is θ, axis is unit vector n (pointing into the page)
Picking a specific axis will allow rotation between any two configurations
Angular Velocity To compute the angular velocity of the a point
“r”. We can treat r as rotating in 2D because it’s in
a single plain. Thus, the speed of rotation is:
The direction of the velocity mustbe perpendicular to both r and n (n is the axis pointing into the screen)
What gives something perpendicularto two vectors? cross product!
€
r ˙ θ
Angular Velocity So in 2D the angular velocity was given by the
dot product In 3D the angular velocity is given by the
cross product of
Note: this equation is an instantaneous equation. It assumes r is constant which is only true for an instant because the axis of rotation changes
This equation shows the angular velocity (ω) differentiating a vector (r) to get the slope (or small change) in r
Angular Velocity So, to “differentiate” the orientation matrix to
find the change in orientation we need to differentiate the columns of the matrix (which are the orthogonal unit vectors of the axis in the oriented frame)
How? cross product of the angular velocity with every column
Similarly, to figure out change in orientation (A): we can just use
Angular Velocity
This will differentiate each column of the orientation matrix to get the instantaneous change in orientation
Procedure Using forces and torques to compute angular
velocity (ω). Apply tilde operator to get skew-symmetric matrix Compute new orientation:
Note: you need to recompute every frame, because angular velocity is instantaneous (valid only once).
Atn1 Atn ˜ Atn
Angular momentum of a point In 2D this was done by a scalar from the perp-
dot-product In 3D we use an axis to describe the plane of
rotation. If A is the CM and B is the point on the body
pB=linear momentum of the point B LAB is a vector that is the “normal” to the plane of
rotation. The magnitude of LAB measures the amount of
momentum perpendicular to rAB
Total Angular Momentum
The derivative of momentum is the torque (just as in 2D) .
Without proof (just trust me):
Total angular momentum is thus:
Total Angular Momentum
Substitute and pull m out
Flip order (changes sign)
Use tilde operator to change cross product to
multiplicationBecause ω is constant over the body. IA is the inertia of the body. In 3D though, the
inertia IA is a matrix, thus called the inertia tensor.
IA mi ˜ r Ai ˜ r Aii
Total Angular Momentum
The inertia tensor though depends on r which are positions in the world space (thus they change as the body moves). Meaning IA is not a constant we can calculate once and be done!
Assuming we know IA, we can solve for angular velocity ω as
IA mi ˜ r Ai ˜ r Aii
The Inertia Tensor Our problem is that IA changes as the body
rotates because it uses world-space vectors (r). This is because we computed it using world space vectors.
We can compute it instead using vectors relative to the body. Where “bar” means body-space coordinates.
The body space inertia tensor is constant, thus can be precomputed. Additionally, it’s inverse can also be precomputed.
IA mi ˜ r Ai ˜ r Aii
I A mi˜ r Ai
˜ r Aii
The Inertia Tensor However, to use this equation, we still need it
in “world coordinates”.
We need a matrix I that acts on world-space vectors, like matrix I-bar acts on body space vectors. A similarity transform can do this. Given a rotation matrix A
A transform like this can transform from one coordinate space (body) to another (world). So applying the body tensor to a vector in body-space is the same as applying the world tensor to a vector in world-space
I A mi˜ r Ai
˜ r Aii
Inertia Tensors Compute by integrating the mass over a 3D
shape to get the inertia of the body. However, for any non-trivial shape this is hard.
For this course you can use tables of tensors for common shapes. For a box and sphere:
I X 0 00 Y 00 0 Z
* MassBox sides 2a, 2b,
2c:X = (b2 + c2) / 3Y = (a2 + c2) / 3Z = (a2 + b2) / 3
Sphere with radius r:
X = Y = Z = 2 * r2 / 5
Putting it all together
Due to numerical errors in integration, A will drift from a correct rotation matrix.
Using the values Finally, using the simulation values update
your object.
Applying A as orientation is just multipling all the vertices by the A.
Vertices (V) are the vertices of your object Vn = A*V0 (note: you always start with the
original orientation)
Collisions Collision detection is a challenging problem
we’re not going over here You still need location of collision, and velocities of
the colliding objects.
Given those, the magnitude of the collision impulse (J) is given as:
Re-orthogonalizing a matrix X = col1(A) Y = col2(A) Z = col3(A) X.normalize(); // magnitude to one Z = Cross(X,Y).normalize(); Y = Cross(Z,X).normalize();
// Reform matrix A = [X, Y,Z];
Summary While we have gone through a lot of
information, there is still much more to creating fast, efficient, production engines.
You should understand the general concepts of derivatives: position velocity acceleration integration: acceleration velocity position
In 2D how Forces are used to derive linear quantities acceleration, velocity, position
In 2D how Torque is used to derive angular quantities momentum, angular velocity, rotation
In 3D how rotation can be represented as a matrix, and how that matrix is used
References These slides are mainly based on Chris
Hecker’s articles in Game Developer’s Magazine (1997). The specific PDFs (part 1-4) are available at:
http://chrishecker.com/Rigid_Body_Dynamics
Additional references from: http://en.wikipedia.org/wiki/Euler_method Graham Morgan’s slides (unpublished)
en.wikipedia.org/wiki/Aircraft_principal_axes http://www.gamedev.net/community/forums/topic.
asp?topic_id=57001
http://www.anticz.com/images/SiteImages/gimbal.gif